using System.Net;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using JNGame.Network;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
namespace AppGame.Systems
{
public class JNGClient : JNTCPClient
{
private string _point;
private int _clientId;
public int ClientId => _clientId;
///
/// 区块服务器标识
///
private string _tileServer;
public string TileServer => _tileServer;
public void BindID(int clientId)
{
_clientId = clientId;
}
public void SetPoint(string point)
{
_point = point;
}
public void SetTileServer(string tileServer)
{
_tileServer = tileServer;
}
protected override async UniTask GetEndPoint()
{
await UniTask.NextFrame();
return _point;
}
public override async Task OnInit()
{
//监听服务端事件
AddListener((int)NActionEnum.NSyncStateDataUpdate,OnNSyncStateDataUpdate);
AddListener((int)NActionEnum.LocalClientConnect,OnClientConnect);
AddListener((int)NActionEnum.NSyncTileAllUpdateBack,OnNSyncTileAllUpdateBack);
//连接
await base.OnInit();
}
private void OnClientConnect(byte[] obj)
{
//向服务器发送玩家Id
Send((int)GActionEnum.BindClientID,new RClientIDMessage()
{
ClientId = ClientId
});
//向服务器索要全量信息
Send((int)NActionEnum.NSyncTileAllUpdate);
}
private void OnNSyncStateDataUpdate(byte[] data)
{
var info = JNStateItemData.Parser.ParseFrom(data);
App.Game.AddState(info);
}
///
/// 状态同步全量回调
///
///
private void OnNSyncTileAllUpdateBack(byte[] data)
{
var allData = JNStateTileAllData.Parser.ParseFrom(data);
App.Game.ClearTileState(allData.TId);
//生效全局回调
allData.Data.Data.ForEach(child =>
{
App.Game.AddState(child);
});
}
}
}